The Accuracy of the Clock Synchronization Achieved by TEMPO in Berkeley UNIX 4.3BSD
IEEE Transactions on Software Engineering
An auto-adaptive dead reckoning algorithm for distributed interactive simulation
PADS '99 Proceedings of the thirteenth workshop on Parallel and distributed simulation
How to Keep a Dead Man from Shooting
IDMS '00 Proceedings of the 7th International Workshop on Interactive Distributed Multimedia Systems and Telecommunication Services
Accuracy in dead-reckoning based distributed multi-player games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Latency and player actions in online games
Communications of the ACM - Entertainment networking
The human factors of consistency maintenance in multiplayer computer games
Proceedings of the 16th ACM international conference on Supporting group work
A distributed architecture for multiplayer interactive applications on the Internet
IEEE Network: The Magazine of Global Internetworking
Hi-index | 0.00 |
Consistency maintenance techniques used in networked multiplayer games require a tradeoff between the degree of consistency and the responsiveness to player commands. The choice of which technique is most appropriate depends upon the specific game situation. However, all techniques share the need to deal with time as well as with game state data. This can make implementing consistency maintenance techniques difficult. The solution is to have a programming model that is better able to deal with time. In this paper, we present such a programming model, timelines. Timelines allow for the explicit treatment of time and have been implemented as part of the Janus toolkit.